 Ziffon
#7107 posted by jt_ on 2010/12/11 05:59:29
what texture is that for the wall? Is it custom or part of a set?
 Speaking Of Wow
#7108 posted by jt_ on 2010/12/11 06:02:01
#7109 posted by necros on 2010/12/11 07:56:27
those are a mixture of chicoruins and rune textures.
the ceiling lights and floating crystals are hexen2 models (the crystals are the mana items retextured and the ceiling light has been recoloured blue).
 Shots.
#7110 posted by Shambler on 2010/12/11 10:08:18
Necros: awesome.
Ziffon: I agree with sleepy, looks a solid design but boring texture usage.
 Jt_
#7111 posted by ziffon on 2010/12/11 17:29:40
the wall texture is from q2 and then I've added some stains / discolorations to break it up.
#7112 posted by Drew on 2010/12/11 21:42:17
Ziffron - totally agree about the lighting, would really liven things up to use hints of colour and more spotlight action. Also maybe some simple non-invasive details, like some small openings revealing pipes or wiring in the walls etc. overall though I think it looks good, nice and clean and easy to move through -not that I've played it.
Necros - please please please keep working on this, looks as great as every other person says!
Tronyn - you're crazy if you feel unproductive. I mean, I know it's all relative or whatever, but I think you can take it easy for alittle while considering the GIGANTIC mass of stuff you've contributed over the years. You definitely should feel bad about not putting up screenshots though. Asshole.
 Lol
Yeah, asshole!
 Sw Quake
#7114 posted by qbism on 2010/12/12 01:49:06
Ziffon, judging by the screens you prefer software quake. The textures look good in that mode.
The sooty smudges under the ducts are a great touch. A similar thought might work with some fake lighting highlights.
Could fake-in a red aura on the texture around the red lights, and a corresponding red glow on the floor texture directly below the lights.
Consider a recessed rim and sky texture over the center of the atrium.
 Tele
#7115 posted by ziffon on 2010/12/12 12:38:43
btw one more question.. Right now when you shoot a rocket into the teleporters they explode. I would like the to just pass though and not explode. My memory told me I should put a sky texture behind the teleporter instead of a solid wall. However, it didn't seem to do the trick. What am I missing here?
#7116 posted by Spirit on 2010/12/12 13:00:43
That depends on your qbsp. aguirRe's tools make sky nonsolid by default (-solid overrides), so try those.
#7117 posted by rj on 2010/12/12 13:09:41
someone should make a mod where rockets & grenades get teleported. that would be fun :)
 You Know What Mod Did This
#7118 posted by anonymous user on 2010/12/12 13:26:13
 My Point Being
#7119 posted by anonymous user on 2010/12/12 13:26:51
after the fall is shit so this is a shit idea
#7120 posted by Spirit on 2010/12/12 13:27:50
czg linked to quaddicted i think he likes me or at least something i created czg i like you too
 Screenshots Info
#7121 posted by delor3 on 2010/12/12 16:07:07
Hi I'd like to know if I can post screens of other games projects mostly HalfLife 1..
..or is this a Quake only thread ?
 This Tutorial Makes Rockets Go Through Teleport
#7122 posted by meTch on 2010/12/12 16:38:29
But from what I remember you'll have to add the monsters to the teleportable list because it breaks them of their ability to teleport.
//unless i did it wrong, it was a while ago
 People Do Post Shots Of Other Games Here
#7123 posted by RickyT33 on 2010/12/12 16:38:41
You can post direct links to pictures or links to other pages with several shots on. Original stuff is always cool :)
Seriously though, if you read up you will find shots of UE3, L4D, Doom3 and others......
 Yeah Definitely.
#7124 posted by necros on 2010/12/12 19:14:37
we like all kinds of screenshots here.
personally, i've found it's a good thing to see other games because it can spark some good creativity. :)
 Sure...
#7125 posted by madfox on 2010/12/14 07:18:14
fresh blood, change of flesh, new corpses!
http://members.home.nl/gimli/cook.gif
 Pipes
#7126 posted by madfox on 2010/12/14 07:21:03
 Misaligned Textures!
#7127 posted by Shambler on 2010/12/14 10:10:21
Nice pipes tho.
 W00t
#7128 posted by DaZ on 2010/12/14 11:23:41
a great way to start a tuesday morning is viewing a new madfox gif :)
Necros : Loving it. You know you have to finish this now right? :)
#7129 posted by necros on 2010/12/14 21:01:11
my current track record for finishing maps is pretty abysmal atm, so i won't be a dick and promise anything. :P
i'm just having a lot more fun than i thought i would with coloured lighting. :)
 MadFox
#7130 posted by JPL on 2010/12/14 21:13:45
This is the ultimate pipe factory for sure !!
Maybe you should add more diversity with several different pipe textures... I remember HalfLife wad has some good one :)
#7131 posted by madfox on 2010/12/15 00:08:27
@shambler - now I got the brushes on grid the copy/paste make them misaligne.
My first goal was to make it possible they would be available to walk through. Then the rings broke the way through and I had to clip them all which led to leaks.
Now they're sealed, but makes the level rather complex to interact.
@daz - thanks, chef de cuisine.
@necros - the coloured lights would be glad with a new level!
@jpl- spirit's coughs got me running into a metalmap, but the pipelines give me a spagethi gamekey.
|